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Post by JRavens on Apr 4, 2018 16:48:04 GMT
If modders can even ultimately mod FC5 where would we begin? I feel like the game is so unbalanced and casualized it seems like a herculean task. To be clear this is kind of a mental exercise more than a roadmap. I've no idea if modding will ultimately be done or especially if it will be me doing it I may have burnt up my patience modding FC3 and FC4. Taking on another beast... I just dunno about all that. Anyway what kinds of things could be done to improve the game bearing in mind the sorts of limitations we saw in previous FC games (especially 4 which is perhaps the closest to 5)? Some thoughts (wishes?): 1) Turning off the blue arrows for travel. Also removing the "traveling to waypoint" or auto-travel. Also reducing the time or removing completely the vehicle controls displayed upon entering. 2) Adjusting the RP point awards so that you are not triggering captures and cutscenes just via freeroam play. It's cool the first time you rescue enough hostages or destroy enough convoys that they send a plane against you, but after that it just turns into an inevitable fade to black screen where the bad guys give you speeches before dumping you somewhere (why do bad guys always let you go? They seem to enjoy killing everyone else...) 3) I think weapon balance is probably impossible, but it would be nice to see more variety. Several of the zoom ranges need to be adjusted on scopes as the zoom feature is almost pointless on them. I'm not sure why the bothered to give us a different cosmetic silencer? Maybe additional barrels could be added or if that proves difficult like previous games maybe the square suppressor could be made into a heavy barrel attachment or something that gave a variant bonus/adjustment. 4) Return whatever animations could be restored (looting, skinning, picking plants, heals, etc). Might be difficult given the new melee weapon system... 5) A hardcore option to remove automatic healing. Other ideas along with that include limiting ammo you can get from enemies, limiting or removing fast travel and reducing or removing the abandoned vehicles you find everywhere (making garages have more purpose than just vanity cosmetics). 6) Removing front takedowns and trying to increase AI response speed. They are way too easy to takedown. Hell they are often way too easy to shoot (just standing there surprised looking at you while you draw and aim your bow at them) 7) Adjust the craftables and add additional ones. No reason we can make dynamite and proximity C4 mines but not pipe bombs (which are literally the one thing that makes sense it could be crafted from scrounged materials... well other than molotovs... homemade C4 and dynamite? Yeahhh good luck with that ) 8) Adding a bit more "news" from/about the outside world. There's story info you should probably know that is nearly completely hidden in the game. Very few people have stumbled across it. One guy said he sat in a car with the radio on for 30 MINUTES (real time) while he did housework wearing his wireless headphones before hearing a snippet of the extra content. They really botched some of that up. 9) No idea... what else you guys got??
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Post by predaaator on Apr 4, 2018 17:47:08 GMT
I have not the game yet, I need to finish it first to add my ideas. About your opinion I have mines: 1) Ubisoft kills exploration on his games, so, without the need of exploration, traveling loses senses, that why the need to go faster. 2) I'm agree with you, I hate to celebrate everytime I free an outpost, they shoud do like GRW or MG5, if you clear or complete something, just go on to the next. 3) Maybe sounds crazy coming from me but, I love the way the weapons are balanced. Because Rifle ammo is the common, it needs to be weak in comparison smg ammo, and I guess they are balanced taking into consideration the animals, remember this is not a simulator, this is a game to have fun. Zoom can't be so high because the NPC charge less that 200 mts (or something like that) that force the game to be always close combat (not like Arma 3, where you can use a sniper rifle 1 km away your target). I believe the square suppressor allow to use the aim in 1911. 4) I believe they remove the knife animation because youtube sensitive. 5) I hate cosmetics stuff too, but remember this is a casual game, they need to eat 6) When you get used to play far cry (or another stealth game nowdays) and you play Arma 3, that is a BIG PROBLEM. 7) Ubisoft logic. 8) - 9) Can be modded the game right now?.
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Post by mlleemiles on Apr 4, 2018 18:03:56 GMT
I haven't played that much but I have some cool ideas I want to share:
1) Restore rainy and stormy weather, let enemies take advantages of heavy fog but they also detects you a bit slower because of limited line of sight.
2) When your health drops below 50%, you only restore up to 50% of health until you patch yourself up.
3) When being shot, your movement speed decreases for a brief moment.
4) Remove any wallhack and indicator.
5) Decrease takedown interaction radius.
6) Limited weapon slots - no more than 2 weapons at once.
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Post by akmark5000 on Apr 4, 2018 22:03:53 GMT
I am not a mod maker per say but I love to apply mods to my games. In fact, I used JRavens Open World mods as applied to Far Cry 4.
From the majority of reviews that I have seen, Far Cry 5 desperately needs patching and modding. I was thinking of buying the Gold Edition but wondered what version would be advantageous to buy (STEAM or UBISOFT UPLAY) since I definitely intend to apply mods to the game when available.
You guys got any advice?
PS. Please don't tell me to wait for a sale or warez/pirate download as I have ruled those things out.
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Post by mikeweeks2346 on Apr 4, 2018 22:13:14 GMT
I've not enough game experience to suggest anything not already mentioned. However I'd like to mention JR's first point; turning off the blue arrows and traveling lines; that is already an option, so why bother going to the trouble of "removing them" coding-wise? Leave it up to the player to decide. Then there's no issue of in-game instructions having to be dealt with. Less work IOW.
As for displayed vehicle controls - again, already an option to have off in-game. I've only done one short helo hop, and happened to remember the basic controls from FC4, so got it to work (basically). I need to check the in-game tutorial menu to determine if there's enough written to understand exactly what's different from the basics of FC4. This mainly impacts if being away from a modded game for any length of time.
Since I'm playing with most in-game HUD displays turned off, there are specific actions that the game is informing me verbally that I don't see a corresponding visual display. Thus I have no idea what I'm being "told" by the game. Thus I suppose the solution for testing what should be done to improve the immersion is to play awhile with everything on, then you can determine what would be nice to modify/eliminate.
BTW, I like the crouching indicator to be on. Here's why; IRL you know if you're standing or crouching, not so in a video game. It's all visual. Thus many times have to press the appropriate key just simply to determine your current status. Should be able to glance at the right bottom corner to make that determination.
EDIT: it goes without saying that modding the game, if even possible, really depends on when it appears Ubisoft has finally done the last patch to the issues that are impacting the game for the average player. That is, a broken story line for example. Ubisoft adding additional content is a whole other ballgame.
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Post by JRavens on Apr 5, 2018 2:34:50 GMT
Ah didn't realize you could turn those arrows off. I looked at launch night and didn't see those interface options so assumed they weren't implemented yet. Either it was patched or I simply missed it in the menus (though I'm surprised because I remember checking each one by one to see what all the settings were)...
OK swap number 1 then with removing the permanent wall hack. It's really obtrusive and I'm pretty sure that it cannot be turned off.
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Post by mikeweeks2346 on Apr 5, 2018 4:32:54 GMT
Let me be more specific; by turning off what's to be displayed, it removes the road arrows and map waypoint route. Believe it's under interface/other - gps feedback.
I have all options under other as off.
In addition I don't have any wall hack or visual tagging of enemy NPCs or animals. So that feature is an option for the player. Believe that's controlled in the gameplay section - weapon tagging, on or off.
What apparently can't be turned off, if the compass is on, is the red dot indicators of enemies once dedicated, no matter the method employed. This displays in the compass only.
What would be nice in any modding attempt would be the compass is no more then a compass for directions.
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Post by bigtinz on Apr 5, 2018 15:19:41 GMT
Hey, at least we don't have to mod in a "holster" function this time! As for wallhacks, I'm 99% sure you can disable this. Options > Interface > Icons > Enemy Tag Icons: On to OffI agree something must be done to fix this game, but I honestly think it's pointless to spend much energy on it, aside from brainstorming. Just today Ubi already released a patch that REMOVED the vector again. They are actively spending time and money to take guns away from paying customers so they can drip feed them over the next year. I can only assume any decent mods will be borked by the coming updates... Mike, I agree. I think the most important thing to focus on first is removing the enemies and "3D" waypoints and making the navigation in FC5 act just like Kingdom Come.
JR, if your work on FC4 is any indication, you're a pro at that kind of thing. Are you able to use current Gibbed tools to access FC5 files? I'd be happy to do any grunt work or poking around...
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Post by JRavens on Apr 5, 2018 17:02:36 GMT
Meh. Must mean that they connect tagging and wallhacking. I don't care for that personally. Wish they would have two seperate options there. I would like to have camera only tagging, but no wallhacking. That's my preferred method of play (gives me justification to spend time scouting around and using the camera - admittedly it's not "realistic" but there are a few places where I suspend realism for my own playthroughs... I suspect each person has their own set of rules they play by ) Also I'm going to assume this doesn't remove the blue wallhack for your GFH which is also pretty obtrusive to me. That should just be a matter of finding the relevant arrows / triangles and blanking them out. Indeed those types of things are old hat for me No unfortunately nothing works out of the box. It requires all new tools so it may or may not happen. And that is the crux of the issue. There are other groups of people actively trying to mod the game, but I can assure you they won't take any care in what they are doing. They have no desire to improve the quality of the play only to uncover and reveal stuff... which will ultimately clash with Ubi and likely cause even more sanctions and attempts by Ubisoft to thwart modding Even if there weren't Ubisoft's helter skelter patching of Far Cry 4 often caused random breaks in mods and frequently required things to be redone from scratch. It was a hair pulling exercise in insanity. I'm not very interested in repeating that Thanks. Will keep that in mind. I'm not really at the point where I'm doing anything other than casually examining the files and trying to help out where I can with other trusted modders.
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Post by flanker1six on Apr 5, 2018 18:03:31 GMT
The real reason for slab sided suppressors is pistol usage. With a round design, it usually sticks up far enough above the pistol barrel to make using the sights impossible. You can add REALLY tall sights; not very easy as there are virtually none available, given the plethora of different pistols out there, which make drawing the pistol much harder due to snagging issues. The slab sided suppressor gives the same internal volume/sound reduction as a round design, and allows the suppressor bore to be moved from the center to the top of the device. Voila! You can use your sights now! Have you considered taking hostages and barricading yourself at Ubi HQ; until you get the changes we want? It's not likely to work, but it would at least give the rest of us something to chatter about for a couple of weeks. WOW!!! The crazy ****** used to run a forum I was in; can you believe that guy!! Besides; I've always wanted to be interviewed by a cable network hottie; if you know what I mean.
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Post by mlleemiles on Apr 5, 2018 18:37:48 GMT
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Post by mikeweeks2346 on Apr 6, 2018 1:54:43 GMT
As a means to simply put out an idea so I don't have to remember it later ...
If you play with the reticle in the OFF position you don't get an aiming point when equipped with a throwing knife, and most likely won't when unlocking the throwing of a melee weapon. Really breaks the immersion to switch reticle to ON in order to just use a throwing knife.
So, it would be great if the throwing point aiming point automatically gets displayed if the reticle is set to OFF.
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Post by mikeweeks2346 on Apr 6, 2018 18:51:14 GMT
Have another idea that would be nice if it could be done:
Given armor vests do not re-spawn (and unless Ubisoft changes it), make picking one up a prompt; as in taking a plant. I may not want to automatically get a new vest when I have plenty of remaining armor.
It's been frustrating to have the game automatically add a new vest when you simply happen to get too close, or hadn't even seen it depending on its specific location.
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Post by bigtinz on Apr 6, 2018 21:51:13 GMT
As a means to simply put out an idea so I don't have to remember it later ... If you play with the reticle in the OFF position you don't get an aiming point when equipped with a throwing knife, and most likely won't when unlocking the throwing of a melee weapon. Really breaks the immersion to switch reticle to ON in order to just use a throwing knife. So, it would be great if the throwing point aiming point automatically gets displayed if the reticle is set to OFF. It was like that in the previous games as well. I certainly prefer this. You just learn the trajectory. Of course, it would be cool to figure out how to offer the option.
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Post by mikeweeks2346 on Apr 6, 2018 23:55:58 GMT
As a means to simply put out an idea so I don't have to remember it later ... If you play with the reticle in the OFF position you don't get an aiming point when equipped with a throwing knife, and most likely won't when unlocking the throwing of a melee weapon. Really breaks the immersion to switch reticle to ON in order to just use a throwing knife. So, it would be great if the throwing point aiming point automatically gets displayed if the reticle is set to OFF. It was like that in the previous games as well. I certainly prefer this. You just learn the trajectory. Of course, it would be cool to figure out how to offer the option. Would be find if you actually used your hand as the aiming point. However you don't, it's an imaginary point out there "somewhere". Same for the bow, if you aimed down the arrow, fine. However again, you don't. Thus I rarely used the throwing knife in FC4.
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